Voidcrew Wiki
A crew, a ship, and the void.
Voidcrew is a /tg/station fork where the station is gone and the ship is everything. Your crew launches a vessel into the overmap (a galaxy of planets, asteroids, ruins, trader outposts, and other crews) then explores, mines, trades, fights, and upgrades its way up from a rustbucket to a warship.
This wiki covers what's different about Voidcrew: flying and fighting your ship, the overmap, planets and ruins, the economy, and the threats waiting out in the dark. For base-game skills that work the same here (medicine, chemistry, botany, engineering) use the /tg/station wiki.
New to the server? Start with the New Player Guide. Coming from /tg/station? Read Coming from /tg/ first.
Getting Started
- New Player Guide — Your first shift. How you get a ship and a crew, what is already aboard, and what to do with all of it.
- Coming from /tg/station — A short list of everything a /tg/ veteran already knows that is wrong here, and everything that still works exactly the same.
- Glossary — Every Voidcrew-specific word you will hear on the radio in your first hour, defined in one line each.
Your Ship
- Piloting Your Ship — How to fly, scan, and dock your ship from the helm control console.
- Ship Systems — A tour of the machines every ship starts with and what each one is for.
- Radio & Comms — Ship-scoped radio, the galaxy-wide Wideband channel, and holopad calls between ships.
- Transporters — Beam crew down to a planet and back without ever landing the ship.
- Research — Where your ship's research points actually come from, and what the tech tree is worth spending them on.
The Fleet
- Ship Catalog — Every hull you can buy, what it costs in ship parts, and what it is good at.
- Buying & Upgrading Ships — How ship parts work, how the shipyard works, and what modules and themes do to a hull.
Exploration
- The Overmap — The galaxy map your ship flies across. What is out there, how to find it, and why the middle of the map will kill you.
- Planets — The five worlds that appear every round. How to land on one, what will kill you there, and what is worth carrying home.
- Mining & Salvage — Fly somewhere with rock in it, dig, haul the ore home, turn it into sheets or credits.
- Ruins & Points of Interest — Unknown signals, the loot inside them, what is guarding it, and the rare sites you can only reach by buying the rumour.
- Bitrunning — Plug into a netpod, raid a virtual domain, and haul the loot back out as real ore and gear.
- Drop Pods — A one-shot pod that puts you on a planet's surface, or through an enemy ship's hull.
Economy
- Money & Trade — Credits, trade vouchers, the ship bank, the cargo console, and the schematics that unlock new gear.
- Missions — The contract board every ship carries, the mission pad, what the contracts ask for, and what they pay.
- Trader Outposts — The three permanent markets on the overmap, who runs them, what they stock, and what happens if you start a fight there.
- Fuel & Gas — Where thruster fuel comes from, nebula scooping, plasma sublimation, and selling exotic gas to traders.
- Player Outposts — Buying a deed, founding your own station on the overmap, building it out, and defending it from siege.
- Cyberware — Chrome implants from the Chop Shop at the Undertow Exchange, neural capacity, the four tiers, the full catalog, and what an EMP does to a chromed body.
Danger
- Ship Combat — Missiles, laser turrets, shields and boarding actions. How two ships kill each other on the overmap, and where you're allowed to try.
- Ship Hacking — The electronic warfare suite and its exploit cartridges, attacking a locked ship's lights, doors, air and engines instead of its hull, and what happens when they trace you.
- Pirates & NPC Ships — Seven pirate factions roam the galaxy, scan your bank balance, and call your holopad with a price. What happens if you pay, and what happens if you don't.
- Random Events — Events here pick one ship and happen to that ship. Which ship, and how badly, depends on your crew size, your hull and the zone you're parked in.
- Hostile Fauna & Elites — What lives in the ruins and on the planets, how it scales with the zone you found it in, and the two things in the galaxy that are genuinely raid-sized.
- Vestige Ruins & Boons — There are no antagonist roles here. Antagonist abilities are loot, earned one pact at a time from the dead things that used to own them.
- The Grand Colosseum — A rare PvP venue that surfaces mid-round. Sign the ledger, fight strangers on the sand, and hope your gear ends up in your hands rather than the winner's.